Chocobun is a cross-platform Sokoban engine. It is specifically being designed to be able to run as a back-end for any sokoban game.
- Importers/Exporters
- (done) .SOK file importer/exporter
- ( 90%) SCL markup language importer/exporter
- ( 0%) SBML markup language importer/exporter
- ( 0%) XSB file importer/exporter
- Player dynamics
- (done) Basic movement of the player on levels
- (done) Undo/Redo moves
- ( 0%) Move the player using a path-finder
- Level dynamics
- ( 20%) Validate levels, make sure they are solvable
- ( 0%) Level solver
- Misc
- ( 0%) Generic A* path-finder
You need to have premake version 4.0 or later installed in order to generate build files. You can download it here:
http://industriousone.com/premake
You can generate the required build files by navigating to the
project's root directory and running premake <generator>
.
After that you may build the project as usual.
Here is an example of building it using GNU makefiles.
# generate GNU makefiles
$ premake gmake
# compile
$ make
To simply answer this, you can't run it. Why? Because it's an engine. It's designed to function as a back-end for a game.
With that said, there is a simple developer 'test' project included with Chocobun: A console front-end. It links against Chocobun, and should serve as an example of how to interface the engine.
On Windows, you can simply double-click on the executable in bin/debug/chocobun-console.exe
On POSIX systems, the dynamic libs need to be explicitely linked. This involves some terminal interaction:
# navigate to the executable
$ cd bin/debug
# the chocobun engine is built to bin/debug, so add
# it to the library path
$ export LD_LIBRARY_PATH=.
# now we can run it
$ ./chocobun-console